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KOFE 2019 Feedback and Glitches

So KOFE 2018 will release within the next month or month and a half. What's the big deal? Well I figured I'd go through my blog and try to pull out the changes from the last release whch was way back at Evo 2016. There's probably more, but this is what I could find.

We're now on Mugen 1.1 with increased RAM for better stability (although there are still crashes).

The combo system is more flexible to allow different access points to the unique chain and some special combo only moves

All characters now have collapse KOs

All characters have fixed trip, face to ground gethits and othees

All characters have air guard animations now

Lin added as a new character

Hinako added as a new character

New Launcher for the game with access to a movelist and quick options

Benimaru can now do an Air Raikoken, has a new intro and has lightning effects when he counters a throw

Fully Implemented Iori's XIII costume and he gains a new HSDM

Costume change for Robert and loses his high low fireball, plus new DM fireball animation

Color Separation for King

Costume change for Billy and new special intro with Joe that includes Lily

Costume change for Ryo and new SDM animation

New HSDM animation for Shen

Andy now has long range fireballs and his weak dp is real bout style

Elisabeth uppercut and rush DM have been changed

Mai gets her ducking crawl from KOF '95, some sprite touch ups, SDM new effect and a new jumping light kick

Saisyu's SDM has changed to a double serpent wave

Shermie has a new weak kick and victory pose

Takuma replacing Mr. Karate and a new special intro with Mr. Big

Yuri has a new Guard Counter strike and animation sprite for her double chou upper and new HSDM animation

Kyo has a new Guard Counter strike and backward leap

Added a couple of missing sprites for Athena

Zero gained new close weak attacks

Heidern has a new SDM and close weak punch attack

Joe has a new animation for his weak slash kick and golden heel

Geese removed from Kula's SDM effect

Jhun special intro with Athena

Chris has a couple new basic attacks

Blue Mary's HSDM is now a running grab and her DM is now a double suplex for better visual appeal

Yamazaki's HSDM is now a counter all

Mr. Big has some new animations and a new overhead attack

Maylee loses her rushing kick special and gains an anti air like Kim

Kesou is getting a new close strong punch

Ralf loses his throw special, but gains his ground punch special

Xiangfei's HSDM has new effects

Chizuru's reflect attack also now drains some super meter if it connects

Rugal's throw DM is now a rush attack

Krauser gains an air throw

Capcom fighters Ryu and Chun-Li join the fight

Eagle eyed followers of KOFE will note that this list does not include Tessa. She'll come out later on. There has to be some roster left for the bigger 1.0 release.

Re: KOFE 2018 release preparation

So after a long and rough update cycle, I can happily say that I am unable to find any bugs that aren't system induced. I am hoping that when the game comes out you'll be able to help me find any that still exist so I can clean them up for the 1.0 release. I have 15000 downloads of KOF 2016, which is really great because it beat the previous 12000 record from Kof .09, so I do hope for a message or two.

I also want to point out that I am aware of a couple of infinites (mainly Ryu and Chun Li). They are incredibly hard to do though since the character needs to be positioned just right. If there are others, let me know. Introducing the expanded combo system probably allows for a bunch...

Re: KOFE 2018 release preparation

Glad to know you're looking forward to the game. I hope to have another surprise to share soon. And yes, you're free to post in any topic I put up. This will become the launch topic eventually. Thanks for your continued interest.

Re: KOFE 2018 release preparation

About Morrigan, I'll be trying to finish her with MW after the release of this version of the game. I'm not sure yet what I'll do from there. She was going to be part of the 1.0 release, but I think she'll be done before most other characters. Anyway, nothing immediate.

Re: KOFE 2019 Feedback and Glitches

Re: KOFE 2019 Feedback and Glitches

Why can Geese's Rashoumon only be executed up close? It's kinda cheap becuase you can do it no matter what and not miss it. Same with other throws like Iori's Riot of the Blood.I'm also curious about the odd decision of putting some char's normal DMs as HSDMs. For, this trait is most peculiar with the likes of Athena, King, Leona and Krauser. Though I do sorta like what you did for Rugal's Gigantic Pressure and Kim's Houou Kyaku.

Edit: Some Moveset command are wrong, mostly the supers. And some characters don't have proper DPs, but have F, D, F instead of F, D, DF.

Re: KOFE 2019 Feedback and Glitches

Thanks for this feedback. Scarborough, can you tell me what your graphic settings are in the loader options and which stage you're doing the move in?

RagingRowen. Geese, Krauer, Angel, Iori and Duolon have a special "distance throw" that has a longer range than regular throws. You don't need to be right next to the opponent. The trade off is that the move won't activate unless the situation is right. So you can't grab a person landing from a jump for example.

Regarding the DM/SDM/HSDM thing, the decision was made to try to help balance characters and diversify the movesets at the same time. With 16 characters, I don't have to care as much about 2 or 3 characters having the same move because there's enough flexibility. When I look at Shining Crystal Bit, it's a "shield" DM. It's similar to Raging storm, Mai's Fire DM, Oswald's card DM and Nameless' DM. Not exact, but similar, but when comparing it to other level 3s it's more unique. I also looked at her remaining moveset and said Crystal Bit works better than Phoenix Arrow as a Level 3 or Psycho shot and I decided not to go with Psychic 9 as a move in her repertoire because there's a lot of rush DMs and HSDMs already (plus it doesn't feel 'big'). Lastly I am trying to add a bit of a personal spin to some characters to change up how they work a little bit so it's not the same old. It's a minor change but I can tell you that when I'm playing against a friend and I have a level 3, he's pretty scared to move it, so it create some nice tension. Anyway, there'a glimpse into some of what I've gone through when building each characters super moveset.

Thanks for flagging the command bugs. I'll have to do a scan of those and correct it.

Re: KOFE 2019 Feedback and Glitches

Thanks to everyone for the feedback flagging glitches and conversion errors. Keep 'em coming. Here's what I fixed so far:

Leona's rebel spark fixed (bad code in the hitstate)B Jenet's projectile longevity has been adjustedKula's grey box for her SDM has been removedBenimaru's color separation for his 3 kick combo has been fixedKyo 100% combo fixed

Re: KOFE 2019 Feedback and Glitches

To be really honest, i don't want to sound either Rude or Harsh, well, first of all, i've tested the game for quite some time now and i can see the effort on this hole stuff, it's a nice concept, although some weird things can be found too.

Anything beyond that, maybe the unnecesary change of the names of the stages and just some palettes may be something that no one cares or feels bothered about, but i do, although my personal and only real problem here is the "Combos".

The gameplay feels nothing like a KOF, it's almost Clunky, no offense, but maybe you should patch the game to be combo friendly for literally any fan that has played the game since day one, since it's one of KOF's most fun factors, please.

If it ain't broken, seriously, don't fix it.

Don't get me wrong, this game is far from being bad, but it's not perfect either, i am just asking for help to enjoy the game properly with this feedback, and i am not looking to give destructive criticism to you.

Re: KOFE 2019 Feedback and Glitches

Constructive criticism is always welcome. The game has revamped many times thanks to the feedback of folks. The combo system has progressed because of feedback. That said, gonna need more specifics. As I've mentioned before, best way to help me understand what you're looking to improve is to provide examples. KOF XIV combos weak attacks into unique attacks which chain into DMs or specials, as this game does. Is it the timing that you're struggling with? Or what is comboing and what isn't?

Some characters are more combo heavy than others, but the game is built to be more old school by design. If you look at KOF '98, there's similarities with this approach too. This game is less similar to KOF 2k2 or XI. As this game blends SF style with KOF style to deliver a unique experience, it leaves out some things like the "pow" system. And I've already tried inserting dizzy attacks. They break the game with infinites. This was the balance that I found, but maybe there's more that can still be done. Let me know.